Crusader Kings III

Crusader Kings III

Witchcraft
3,461 Comments
ryciebani666  [author] Oct 27 @ 4:18am 
@Dovenius
I don't know much about Asian culture, but if you have any ideas for characters, spells, or other references (that make sense in the context of Witchcraft), let me know. The Zhao sisters don't seem to have much to do with supernatural forces, do they? (Although it could probably be incorporated into our theme.) Personally, I'm thinking more along the lines of some kind of Asian demon.
Dovenius Oct 27 @ 3:21am 
any expansion ideas for asia coming ? like maybe new characters like the Immortal Sister Zhao in China?
ryciebani666  [author] Oct 26 @ 4:05am 
@Karasis
Multiplayer works, although desynchronisation occurs from time to time (I'm not sure if it's the mod's fault). You need to be careful with some events as well, especially during activities (you may not become a grandmaster if you do not click on the event in time – in multiplayer, events do not wait for a specific player to react; the activity may end before you make your decisions).
Other than that, it's pretty cool. I also saw a hosted game on this check-sum once, so maybe someone plays it sometimes.
Karasis Oct 26 @ 1:49am 
Has anyone played multiplayer with this? It looks like it would be fun with competing with others for items and battle with them but not sure if that translate well into game. Maybe you just get one shooted by some spell, lol.
ryciebani666  [author] Oct 26 @ 12:25am 
@Evayo
My marketing budget is zero ;)
But thank you for your kind words. I consider it a great success that so many people have found themselves here :]
Evayo Oct 25 @ 6:36pm 
Yup best mod, why arent there any Youtube videos?
ryciebani666  [author] Oct 23 @ 11:53am 
@llyunnie
I'm glad to hear that, good luck :>
llyunnie Oct 23 @ 10:30am 
This is the best CK3 mod I've ever played and adds a whole other layer to the gameplay which I love, yall did a really great job with this mod!!!
ryciebani666  [author] Oct 18 @ 5:25am 
@Darklady
Well, shit happens. Sometimes a man... or a demon... can have bad luck.

But I will have to look into it sometime. Generally speaking, I did not plan for Asmodeus to be able to roam freely in the material world.
Darklady Oct 18 @ 5:13am 
And for clarification, I mean an NPC summoned Asmodeus and let him out.
Darklady Oct 18 @ 5:13am 
I love this mod. My literal only complaint is that the first time I tried to play as a demon, someone ELSE released Asmodeus into the world, and no matter what I tried, he would always rival me, hunt me down, and mage duel me to death because I was in no way strong enough to face him.
ryciebani666  [author] Oct 18 @ 2:05am 
@Alastor
There was a time when I thought similarly, but recently inheritance of sources in my games has been working well. When one parent has a source, few children have it. When both parents have a source, roughly half of the children, or more, also have it. It's difficult to judge whether it works well, because that's the problem with randomness: you can never be sure...

With Yaga's Blood, it's a bit different. Here, in most cases, only women inherit, so your male heir will stubbornly not receive it.

@Etshy
I recommend taking a look at the FAQ.
Theoretically, you can obtain an artifact or source randomly, but that has never happened to me. I have always had to obtain it through conscious action, usually with considerable effort.
Alastor Oct 17 @ 11:02pm 
Well I think you can get it from rare potions, demonology and if you specialize in cannibalism you can eat a source. The only reliant way is to try to get your kids to inherit it and then play as them though.
Etshy Oct 17 @ 11:47am 
there is no event or whatever that can make you a source ?
Kinda "random", then ...
Alastor Oct 17 @ 10:57am 
Well within a few decades if you check every few years searching for characters with the source trait will show a child with the trait. There's a tiny chance that any child will become a source, typically just with a spark. Artifacts you find by advancing as a witch until you get the perk that lets you search. Or do adventurer as secret-searcher.
It's just my impression that some sort of issue affects the inheritance of it.
Etshy Oct 17 @ 10:40am 
how can I get the source trait ?
I played a lot of game with this mod but never got the source trait. same with the artifact I never got to find one.
Alastor Oct 17 @ 7:40am 
There is something off about the inheritance of the Source trait. I've been trying vigorously to save-scum forth a result where it gets inherited and it just doesn't happen, at least not between a male source and one of Yaga's daughters.

I then tried increasing the inherit chance to 100% in the common/traits file and it still doesn't inherit. Is the inheritance handled elsewhere in the mod? I've been trying to look through the various on_action events but none of them seem to explain it.

Still, it was the same in the previous game I tried, the source trait was very rarely inherited and whenever I had two sources it never got inherited. Maybe the latter is a coincidence but it seems clear the trait doesnt inherit like other congenital traits. I've gone through my other mods and none deal with genetics.
ryciebani666  [author] Oct 15 @ 2:18pm 
@arjacrockfist
I think that the current version of the mod should also work with game version 1.6. I don't think there have been any major changes. Unless the launcher is blocking it...
arjacrockfist Oct 15 @ 2:05pm 
there wouldn't by chance be a way to get the version that works with 1.16 is there?
ryciebani666  [author] Oct 15 @ 6:12am 
@Harabec
Well, there's not much you can do about it. The disadvantages of AS are equal to its power.
Harabec Oct 15 @ 4:56am 
Hmmm, I fell like I have the project unlocked but didn't have the opportunity in time to research it. Ah well. Just have to wait for it to come around again.
ryciebani666  [author] Oct 15 @ 3:51am 
@Harabec
If an AS is destroyed, a new one should appear after a while. Destroyed magical artefacts are recreated by the game (but this means you need new claims).

If you receive an event announcing an Singularity overload, you should give it to someone else (someone far away from you) as soon as possible. Usually, the explosion cannot be avoided unless you are very lucky or immediately start researching AS upgrades to MKII. But there is little chance that the end of the magic research cooldown will synchronise with the AS overload ;p And you also need to have the special project unlocked...
Harabec Oct 14 @ 10:31am 
I know this was asked sometime ago, but I can't remember when. With the Ancient Singularity, if you have the event where it explodes trigger, is it possible to get another one? Also once the event line triggers, is there anyway to stop the destruction? Because I couldnt find a way to avert it.
ryciebani666  [author] Oct 13 @ 7:38am 
@Artilleryfire
Yeah, I came up with something similar. Simply put, if no option is selected, the script will assume that not selecting an option is also an option, which will take the first available position. So I chose the simplest possible solution, but I will think about it some more. Thanks for the ideas ;)
Artilleryfire Oct 13 @ 6:48am 
Unfortunately the steam comment removed the indentation, but yeah
Artilleryfire Oct 13 @ 6:46am 
@ryciebani666 Ah I see, no problem. As far as I can tell, it seems like character interaction options basically don't work for AIs. So what would need to be done is to include logic in the interaction, such as in an on_send block, that manually sets the saved scope "flag" that would be set by choosing the option, like the following:
on_send = {
if = {
limit = {
NOR = {
scope:mc_slot_1 = yes
scope:mc_slot_2 = yes
scope:mc_slot_3 = yes
}
}
if = {
limit = {
NOT = {
exists = global_var:current_loremaster_global
}
}
save_scope_value_as = {
name = mc_slot_1
value = yes
}
}
else_if ...
}
}
I tested out a simple version like this that just selects the first open position, and it seems to work. Of course more complex logic could be used as well.
ryciebani666  [author] Oct 13 @ 4:58am 
@ryciebani666
To be honest, I didn't have time to look at this “bug” in the game, I only looked at the code and sketched out the fixes I mentioned. When I find a moment, I'll try to reproduce it. But even if this issue did not exist in my game, you still had a problem, so such fixes may be useful in anyway.
It does not appear to be a mod conflict (although this cannot be ruled out), but rather some unintended behaviour of the base game.
Artilleryfire Oct 13 @ 4:01am 
Yeah, I guess another option would be to fire an event where the player can choose between the available positions, but of course that would be more work. It's really quite strange that it is happening. I assume you were able to reproduce it then?
ryciebani666  [author] Oct 13 @ 2:10am 
@Artilleryfire
I intend to add an “else” clause to on_accept, which will take effect even if the AI has not selected any option. This means it will take the first available position. I'm not entirely happy with this, but I don't have any better ideas at the moment. Perhaps it's a bug in the base game, or maybe I'm missing something here.
Artilleryfire Oct 13 @ 1:40am 
Yes, that is the case when using the interaction as a player. But for some reason, it seems like when AIs use that interaction, they do not select any position. I'm not sure how it's happening.
I tried looking in the code to see if I could figure out what was going on, but wasn't able to find anything that seems wrong; however, I'm not very experienced at ck3 modding. All I know for sure is that it's getting to the on_accept block without mc_slot_1, mc_slot_2, or mc_slot_3 set, but only when AI sends the interaction. I also tried disabling my other mods, as I'm not using that many, and that did not make any difference.
ryciebani666  [author] Oct 13 @ 12:17am 
@Artilleryfire
I think this interaction requires the appropriate position to be selected, but I will check it and verify it. Thanks for the information :)
Artilleryfire Oct 12 @ 6:24pm 
Hi, this is a really great and in-depth mod! I just want to make a quick bug report.
When AI sends the Request High Council Appointment interaction, they seem to do so with no position selected, so accepting has no effect. I did a little bit of testing, and sending the interaction as a player seems to work as intended; there doesn't seem to not select a position when sending it yourself.
ryciebani666  [author] Oct 12 @ 1:55pm 
@icyricee
Yes, you can set the number of mages in the game rules. Setting witch hunter activity to high can also increase their numbers slightly (though it mainly increases their aggression).

You can increase your witch population by converting multiple people to witches - choosing the Heresiarch specialization will automatically convert some of your house to witches. NPCs can also convert other NPCs.
You can also increase the number of mages in the game when you use the Teach Sorcery interaction, or if you grow a dynasty full of sources. The Mage Rulership cultural tradition can also help a bit.

In theory, you can also become the rector of a magic academy and decide to open the academy for every witch. Loremaster position is required here, as is a bit of luck.
icyricee Oct 12 @ 9:41am 
anyway to increase the spawn rate of mages, witches, and witchhunters? Like a setting maybe? I feel like i rarely find them and whenever i interact with witchhunters i just attack them.
ryciebani666  [author] Oct 12 @ 8:12am 
@Ganjalf
As far as I know, these two mods are not compatible with each other – they overlap too much. This does not mean that some elements will not work properly. However, expect problems during longer gameplay.
Ganjalf Oct 12 @ 7:21am 
Hello, I'm trying to figure out if this is compatible with Princes of Darkness mod or not.
Still, i'm going to try them together by loading this mod last in the load order.
Looks cool, hope it works!
Harabec Oct 12 @ 7:02am 
m'kay, will be ready to test as it lands.
ryciebani666  [author] Oct 12 @ 6:41am 
@Harabec
With such a large DLC, I expect problems, but if the game doesn't crash, I hope you will use the mod from the very beginning and point out any problems that I can't find myself. I will probably focus on viewing the logs at first and making corrections based on what I find. I didn't have much work with the previous DLC, but this one is supposed to be very big. The question is how much Paradox will change the basic mechanics currently in use. Sometimes these changes are not visible to the player, but internally they require adjustments in mods.

I'm not planning on updating the content for now, although I do have a few ideas. Once the DLC is released and I see what it has to offer, I'll think about it. Although I haven't had much time for Witchcraft lately, so whatever I decide, there won't be any major updates in the near future.
Harabec Oct 12 @ 5:04am 
Are there any anticipated issues expected with the new content coming soon? I know this is made to be very compatible with most anything, but was wondering if the new larger map would require any adjustments. Also, now the far east is gonna be here, will you be considering adding eastern influences to the mod, or keeping it more Eurocentric?
ryciebani666  [author] Oct 11 @ 2:27am 
@squidy
You can start a thread on the mod's subforum. But from what you're saying, it doesn't seem like a bug - more likely a mod conflict, which I can't really do much about. Still, figuring out which mods are causing the issue could be useful for the future.
squidy Oct 10 @ 10:57am 
sorry but i did that and it still isnt working, i understand that steam comments arent the best place to report bugs so is there a discord or anywhere else i can give a better description of whats going on for me?
ryciebani666  [author] Oct 6 @ 12:17am 
@squidy
Witchcraft provides a new camp purpose, but you are probably using another mod that changes camp purposes. Set Witchcraft to the end of the mod loading order. If you are using After the End, use the comp-patch.
squidy Oct 5 @ 8:28pm 
i was wondering how the added adventurer content works, for me there is only the default options for the adventurer camp
Shui Oct 3 @ 3:32pm 
How do witch hunters work?

I've had two witch hunters basically on other sides of the continent come after me for some reason. I wasn't too bothered the first time but the second time some king i've literally never seen at the edge of the map abducted me and made me a eunuch lol. I was super confused
ryciebani666  [author] Oct 2 @ 2:05am 
@MESSIAH
I think the quality of the texts is decent, but if you have any suggestions for improvements to specific events, I would be grateful if you could start a thread on the forum and share your thoughts.
My knowledge of English is more communicative than fluent, but I wasn't the only one working on the English localisation, which was revised many times. Perhaps there is still room for improvement here.

@instantgaming
Let me know if you find anything. Uniform clothing could look good at the Grand Rite.
instantgaming Oct 2 @ 12:38am 
@ryciebani666

Thanks for the reply, I will investigate if it is possible to "color" the black capes of the spies and transform them into red.

@MESSIAH

Well, if you think it's wrong, do it yourself.
On top of that, they make a mod for the rest of us to enjoy, and you complain about nonsense. Make your own mod, lazy kid.
MESSIAH Oct 1 @ 8:58pm 
why is the english localisation so awful? i mean constant grammatical issues in every single event and description. but you seem fluent in the comments, i dont get it.
ryciebani666  [author] Oct 1 @ 11:44am 
@instantgaming
Hey, I don't know, not every witch looks good in red ;p What you're talking about would probably be possible, but I don't know how to do it. Besides, I think special clothing would only be appropriate for special occasions.
instantgaming Oct 1 @ 11:10am 
Hey mate awesome mod!

Is it possible to add red cloaks to witches, wizards, or necromancers? Something similar to the CK2 mod that adds red hoods to Satanists. That would be great.

Ty for your work.